Yes, you can deactivate both in the option menu
Wow. Thank you! I somehow did not think about this and assumed I had to mod or to delete some files for that.

Yes, you can deactivate both in the option menu
So is the stuck tooltip fixed now or what?
(I finished all editing nowHi again.
May I suggest an idea for a future version of EUI?
I think it would be great if the city screen icons for locked tiles and for tiles worked by the governor had different colors. At the moment, both of them are green. If for example the icon for governor-worked tiles was blue or red instead, it would be easier to spot new citizens and to make sure that your cities work the best tiles available.
Here is a screenshot for clarification on what icons I am talking about:
So would it be possible to change the color of one of the icons?
Greetings,
Quappas.
if city:IsWorkingPlot( plot ) then
-- The city itself
if cityPlotIndex == 0 then
iconID = 11
tipKey = "TXT_KEY_CITYVIEW_CITY_CENTER"
-- FORCED worked plot
elseif city:IsForcedWorkingPlot( plot ) then
iconID = 10
tipKey = "TXT_KEY_CITYVIEW_FORCED_WORK_TILE"
-- AI-picked worked plot
else
iconID = 0
tipKey = "TXT_KEY_CITYVIEW_GUVNA_WORK_TILE"
end
if notInStrategicView then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
end
if city:IsWorkingPlot( plot ) then
-- The city itself
if cityPlotIndex == 0 then
iconID = 11
tipKey = "TXT_KEY_CITYVIEW_CITY_CENTER"
-- FORCED worked plot
elseif city:IsForcedWorkingPlot( plot ) then
iconID = 10
tipKey = "TXT_KEY_CITYVIEW_FORCED_WORK_TILE"
-- AI-picked worked plot
else
iconID = 0
tipKey = "TXT_KEY_CITYVIEW_GUVNA_WORK_TILE"
end
if notInStrategicView then
if city:IsForcedWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, Vector4( 0.7, 0, 0, 1 )) -- red color
Events.SerialEventHexHighlight( hexPos , true, Vector4( 0.7, 0, 0, 1 ))
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
end
end
include("FLuaVector")
Events.SerialEventHexHighlight( hexPos , false, Vector4( 0.7, 0, 0, 1 ))
<style name="WorkedFillLocked" type="FilledHex" width ="1" color="255,0,0,50" />
<style name="WorkedOutlineLocked" type="SplineBorder" width ="7" texture="hex_contour1.dds" color="255,0,0,164" />
if city:IsWorkingPlot( plot ) then
-- The city itself
if cityPlotIndex == 0 then
iconID = 11
tipKey = "TXT_KEY_CITYVIEW_CITY_CENTER"
-- FORCED worked plot
elseif city:IsForcedWorkingPlot( plot ) then
iconID = 10
tipKey = "TXT_KEY_CITYVIEW_FORCED_WORK_TILE"
-- AI-picked worked plot
else
iconID = 0
tipKey = "TXT_KEY_CITYVIEW_GUVNA_WORK_TILE"
end
if notInStrategicView then
if city:IsForcedWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillLocked")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineLocked")
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
end
end
Events.ClearHexHighlightStyle( "WorkedFillLocked" )
Events.ClearHexHighlightStyle( "WorkedOutlineLocked" )
@Mustakrakish and all who have this bug:So is the stuck tooltip fixed now or what?I think no.
Someone needs to find out what is causing it...
The code I posted is easy to readThat looks like a bit more work than unchecking stuff in the options menu, but I will try it out later.
Edit: Can I change the color of the AI worked hexes as well? I would like the AI worked hexes to be red and the force worked hexes to be green if thats possible.
[B]if city:IsForcedWorkingPlot( plot ) then[/B]
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillLocked")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineLocked")
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
end
[B]if not cityPlotIndex == 0 and not city:IsForcedWorkingPlot( plot ) then[/B]
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillLocked")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineLocked")
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill" )
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline" )
end
Most icon files, like the one that has this locked symbol, are packed. So you need to unpack them first. You can find them in Ressource/DX9 from your game folder.And is it possible to change the color of the icons? Is there an image file somewhere that I can edit with paint for example, to get red citizen head icons and whatever color lock icons for example?
My advise would be, to do it with the highligts.xml file... it looks better and I tested the clearing thing ^^While I am working on the edging,
is there now a way to rearrange the PlotHelp tool tip box that appears when i hover over a hex, so that it is not tied to the courser anymore? I would prefer the box in the corner of the screen instead, somewhere next to the minimap, where the terrain info is displayed in the vanilla game iirc. (http://imgur.com/uhnkyaT.jpg) I asked this a while ago, but apparently no one knew how to do it...
I am using the newest version, this was just an old screenshot.I see in your screenshot, that the commands for your units are in top of the unit panel. Are you not using the newest version or did you already changed something in the Unitpanel?
Anyway, I don't know how much work it would be to change the Tooltip box... I will see if I find the code that does it and if I'm able to change this...
I am using the newest version, this was just an old screenshot.
Thanks for all the help, I'll report back after I got everything to work.![]()
<style name="WorkedFillRed" type="FilledHex" width ="1" color="255,0,0,50" />
<style name="WorkedOutlineRed" type="SplineBorder" width ="7" texture="hex_contour1.dds" color="255,0,0,164" />
if notInStrategicView then
if cityPlotIndex == 0 then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline")
elseif city:IsForcedWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline")
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillRed")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineRed")
end
end
if cityPlotIndex == 0 then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline")
elseif city:IsForcedWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline")
else
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillRed")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineRed")
end
So you want in CityView the icon for locked tiles to be red, but the tiles itself are green now? And the AI worked tiles are red? Isn't this confusing?It's working! Almost...
That worked out as intended. Now, whenever I was in city view mode, the city tile was green, locked tiles were green and AI worked tiles were red.
Now, when I mouse over the city banner, locked tiles are green and AI worked tiles are red, which is good. BUT the city tile is red instead of green, although I copy pasted the exact code from CityView.lua...
Why does the city tile have different colors in city view and mouse over mode? Where did I make a mistake? I thought "if cityPlotIndex == 0" is used to refer to the city tile. Is that wrong?
if plot:IsCity() or city:IsForcedWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFill")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutline")
elseif city:IsWorkingPlot( plot ) then
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedFillRed")
Events.SerialEventHexHighlight( hexPos , true, nil, "WorkedOutlineRed")
end
delete the yieldiconmanager files from superpower modI think EUI and Super Power mods are among the best mods for Civ V.
However I was trying to use both at the same time, deleting CityView.lua, CityView.xml, CityView_small.xml and UnitPanel.lua from Super Power Mod but all the yield resource icons are replaced by food icons when I open the city view.
Anyone can help me solving this? thanks![]()
I found them in DLL - Various Mod Components, I deleted: YieldIconManager.lua and YieldIconManager.xml and is working now, thanks!delete the yieldiconmanager files from superpower mod
I wanted it to be exactly like this:So you want in CityView the icon for locked tiles to be red, but the tiles itself are green now? And the AI worked tiles are red? Isn't this confusing?![]()
Has anyone noticed that in the latest version, you cannot delete units or annex puppeted cities?
there were 2 users that also reported this, but no solution yet.
You could try to play with EUI only, so delete every other mods and try it again.
Also see the lua.log if there are some errors.